using System; namespace Assets.MyGame.Scripts.Net.WebResponses { /// /// 房间进入通知(RoomJoinNotice)—— 后端新版玩家数据 /// [Serializable] public class RoomJoinNotice { /// /// 玩家Id /// public string UserId { get; set; } = string.Empty; /// /// 玩家名字 /// public string UserName { get; set; } = string.Empty; /// /// 玩家编号(短ID,游戏内显示用) /// public string UserNumber { get; set; } = string.Empty; /// /// 玩家头像 /// public string Avatar { get; set; } = string.Empty; /// /// 玩家是否红名 /// public bool IsRedName { get; set; } = false; /// /// 玩家等级 /// public int Level { get; set; } = 0; /// /// 玩家当前经验(原始值) /// public long Exp { get; set; } = 0; /// /// 升级所需总经验(经验条进度 = exp / maxExp) /// public long MaxExp { get; set; } = 0; /// /// Vip等级 /// public int VipLevel { get; set; } = 0; /// /// 玩家CID /// public string CId { get; set; } = string.Empty; /// /// 玩家金币 /// public long Gold { get; set; } = 0; /// /// 玩家钻石 /// public int Diamond { get; set; } = 0; /// /// 玩家位置 /// public int Position { get; set; } = 0; /// /// 炮台 /// public string CannonId { get; set; } = string.Empty; /// /// 翅膀 /// public string WingsId { get; set; } = string.Empty; /// /// 战神 /// public string WarGodId { get; set; } = string.Empty; /// /// 炮倍 /// public int CannonMultiple { get; set; } = 1; /// /// 进场金币 /// public long BeginCoin { get; set; } = 0; /// /// 进房后达到的最高金币 /// public long MaxGold { get; set; } = 0; /// /// 进场时间 /// public long BeginTime { get; set; } = 0; /// /// 状态 0 正常 1 断线中 /// public int State { get; set; } = 0; /// /// 玩家因子(后端风控/补偿参数,暂不解析具体结构) /// public object PlayerFactor { get; set; } /// /// 累计充值金币 /// public long TotalRechargeGold { get; set; } = 0; /// /// 保险箱金币 /// public long SafeBoxGold { get; set; } = 0; /// /// 是否为机器人 /// public bool IsBot { get; set; } = false; /// /// 是否挂机中 /// public bool IsAfk { get; set; } = false; } }